The New West Marches is my take on the Hex-Crawl “West Marches” Setting, originally by Ars Ludi and worked on and improved by Rollplay’s Steven Lumpkin and Adam Koebel (both of whom I am a big fan of). I have a group of players in my home town of Ayr and a (hopefully growing) number of people involved in Edinburgh, where I live.
The West Marches is a “common oneshot setting” – many diverse groups can play sessions in the same shared world.
Here are the rules for The West Marches, as taken from the Rollplay Wiki:
- You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn’t appeal to you – you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven. You choose where to go and what to do. There will be a handful of obvious choices, but you don’t by any means need to take them. The adventure is in your hands.
- Each session is presumed to be self-contained. Players venture into the wild, find or are found by adventure, and return home each session.
- New characters start at level 1. Characters keep whatever gold and XP they earn from session to session, and characters may (until further notice) group with other characters of any level.
- Every character starts each session in If characters have not returned home by the end of the session, they automatically return after play has ended.
- The world of the West Marches persists beyond each session. If players have made a change in one session, other players will see that change if they follow the same path in a later session.
- The town of Kasdall Hold is, for whatever reason, safe. Adventure is found beyond civilization’s edge. Characters can rest here between sessions and come to no harm. Likewise, there is nothing of interest for you back in the Voltasian Empire to the East. Adventure is found in the wilds beyond.
The West Marches are a dangerous place to explore and the death toll has reached 2 so far…